GAME DESIGN AS NARRATIVE ARCHITECTURE by Henry Jenkins

Total Page:16

File Type:pdf, Size:1020Kb

GAME DESIGN AS NARRATIVE ARCHITECTURE by Henry Jenkins GAME DESIGN AS NARRATIVE ARCHITECTURE By Henry Jenkins The relationship between games and story remains a divisive question among game fans, designers, and scholars alike. At a recent academic Games Studies conference, for example, a blood feud threatened to erupt between the self-proclaimed Ludologists, who wanted to see the focus shift onto the mechanics of game play, and the Narratologists, who were interested in studying games alongside other storytelling media.(1) Consider some recent statements made on this issue: "Interactivity is almost the opposite of narrative; narrative flows under the direction of the author, while interactivity depends on the player for motive power" --Ernest Adams (2) "There is a direct, immediate conflict between the demands of a story and the demands of a game. Divergence from a story's path is likely to make for a less satisfying story; restricting a player's freedom of action is likely to make for a less satisfying game." --Greg Costikyan (3) "Computer games are not narratives....Rather the narrative tends to be isolated from or even work against the computer-game-ness of the game." --Jesper Juul (4) "Outside academic theory people are usually excellent at making distinctions between narrative, drama and games. If I throw a ball at you I don't expect you to drop it and wait until it starts telling stories." --Markku Eskelinen (5) I find myself responding to this perspective with mixed feelings. On the one hand, I understand what these writers are arguing against - various attempts to map traditional narrative structures ("hypertext," "Interactive Cinema," "nonlinear narrative") onto games at the expense of an attention to their specificity as an emerging mode of entertainment. You say narrative to the average gamer and what they are apt to imagine is something on the order of a choose-your-own adventure book, a form noted for its lifelessness and mechanical exposition rather than enthralling entertainment, thematic sophistication, or character complexity. And game industry executives are perhaps justly skeptical that they have much to learn from the resolutely unpopular (and often overtly antipopular) aesthetics promoted by hypertext theorists. The application of film theory to games can seem heavy-handed and literal minded, often failing to recognize the profound differences between the two media. Yet, at the same time, there is a tremendous amount that game designers and critics could learn 1 through making meaningful comparisons with other storytelling media. One gets rid of narrative as a framework for thinking about games only at one's own risk. In this short piece, I hope to offer a middle ground position between the ludologists and the narratologists, one that respects the particularity of this emerging medium - examining games less as stories than as spaces ripe with narrative possibility. Let's start at some points where we might all agree: 1) Not all games tell stories. Games may be an abstract, expressive, and experiential form, closer to music or modern dance than to cinema. Some ballets (The Nutcracker for example) tell stories, but storytelling isn't an intrinsic or defining feature of dance. Similarly, many of my own favorite games - Tetris, Blix, Snood - are simple graphic games that do not lend themselves very well to narrative exposition.(6) To understand such games, we need other terms and concepts beyond narrative, including interface design and expressive movement for starters. The last thing we want to do is to reign in the creative experimentation that needs to occur in the earlier years of a medium's development. 2)Many games do have narrative aspirations. Minimally, they want to tap the emotional residue of previous narrative experiences. Often, they depend on our familiarity with the roles and goals of genre entertainment to orientate us to the action, and in many cases, game designers want to create a series of narrative experiences for the player. Given those narrative aspirations, it seems reasonable to suggest that some understanding of how games relate to narrative is necessary before we understand the aesthetics of game design or the nature of contemporary game culture. 3) Narrative analysis need not be prescriptive, even if some narratologist - Janet Murray is the most oft cited example - do seem to be advocating for games to pursue particular narrative forms. There is not one future of games. The goal should be to foster diversification of genres, aesthetics, and audiences, to open gamers to the broadest possible range of experiences. The past few years has been one of enormous creative experimentation and innovation within the games industry, as might be represented by a list of some of the groundbreaking titles. The Sims, Black and White, Majestic, Shenmue; each represents profoundly different concepts of what makes for compelling game play. A discussion of the narrative potentials of games need not imply a privileging of storytelling over all the other possible things games can 2 do, even if we might suggest that if game designers are going to tell stories, they should tell them well. In order to do that, game designers, who are most often schooled in computer science or graphic design, need to be retooled in the basic vocabulary of narrative theory. 4) The experience of playing games can never be simply reduced to the experience of a story. Many other factors which have little or nothing to do with storytelling per se contribute to the development of a great games and we need to significantly broaden our critical vocabulary for talking about games to deal more fully with those other topics. Here, the ludologist's insistence that game scholars focus more attention on the mechanics of game play seems totally in order. 5) If some games tell stories, they are unlikely to tell them in the same ways that other media tell stories. Stories are not empty content that can be ported from one media pipeline to another. One would be hard-pressed, for example, to translate the internal dialogue of Proust's In Remembrance of Things Past into a compelling cinematic experience and the tight control over viewer experience which Hitchcock achieves in his suspense films would be directly antithetical to the aesthetics of good game design. We must, therefore, be attentive to the particularity of games as a medium, specifically what distinguishes them from other narrative traditions. Yet, in order to do so requires precise comparisons - not the mapping of old models onto games but a testing of those models against existing games to determine what features they share with other media and how they differ. Much of the writing in the ludologist tradition is unduly polemical: they are so busy trying to pull game designers out of their "cinema envy" or define a field where no hypertext theorist dare to venture that they are prematurely dismissing the use value of narrative for understanding their desired object of study. For my money, a series of conceptual blind spots prevent them from developing a full understanding of the interplay between narrative and games. First, the discussion operates with too narrow a model of narrative, one preoccupied with the rules and conventions of classical linear storytelling at the expense of consideration of other kinds of narratives, not only the modernist and postmodernist experimentation that inspired the hypertext theorists, but also popular traditions which emphasize spatial exploration over causal event chains or which seek to balance between the competing demands of narrative and spectacle.(7) Second, the discussion operates with too limited an understanding of narration, focusing more on the activities and aspirations of the storyteller and too little on the process of narrative 3 comprehension.(8) Third, the discussion deals only with the question of whether whole games tell stories and not whether narrative elements might enter games at a more localized level. Finally, the discussion assumes that narratives must be self- contained rather than understanding games as serving some specific functions within a new transmedia storytelling environment. Rethinking each of these issues might lead us to a new understanding of the relationship between games and stories. Specifically, I want to introduce an important third term into this discussion - spatiality - and argue for an understanding of game designers less as storytellers and more as narrative architects. SPATIAL STORIES AND ENVIRONMENTAL STORYTELLING Game designers don't simply tell stories; they design worlds and sculpt spaces. It is no accident, for example, that game design documents have historically been more interested in issues of level design than plotting or character motivation. A prehistory of video and computer games might take us through the evolution of paper mazes or board games, both preoccupied with the design of spaces, even where they also provided some narrative context. Monopoly, for example, may tell a narrative about how fortunes are won and lost; the individual Chance cards may provide some story pretext for our gaining or losing a certain number of places; but ultimately, what we remember is the experience of moving around the board and landing on someone's real estate. Performance theorists have described RPGs as a mode of collaborative storytelling, but the Dungeon Master's activities start with designing the space - the dungeon - where the players' quest will take place. Even many of the early text-based games, such as Zork, which could have told a wide array of different kinds of stories, centered around enabling players to move through narratively-compelling spaces: "You are facing the north side of a white house. There is no door here, and all of the windows are boarded up. To the north a narrow path winds through the trees." The early Nintendo games have simple narrative hooks - rescue Princess Toadstool - but what gamers found astonishing when they first played them were their complex and imaginative graphic realms, which were so much more sophisticated than the simple grids that Pong or Pac-Man had offered us a decade earlier.
Recommended publications
  • Game Level Layout from Design Specification
    EUROGRAPHICS 2014 / B. Lévy and J. Kautz Volume 33 (2014), Number 2 (Guest Editors) Game Level Layout from Design Specification Chongyang Ma∗z Nicholas Vining∗ Sylvain Lefebvrey Alla Sheffer∗ ∗ University of British Columbia y ALICE/INRIA z University of Southern California Abstract The design of video game environments, or levels, aims to control gameplay by steering the player through a sequence of designer-controlled steps, while simultaneously providing a visually engaging experience. Traditionally these levels are painstakingly designed by hand, often from pre-existing building blocks, or space templates. In this paper, we propose an algorithmic approach for automatically laying out game levels from user-specified blocks. Our method allows designers to retain control of the gameplay flow via user-specified level connectivity graphs, while relieving them from the tedious task of manually assembling the building blocks into a valid, plausible layout. Our method produces sequences of diverse layouts for the same input connectivity, allowing for repeated replay of a given level within a visually different, new environment. We support complex graph connectivities and various building block shapes, and are able to compute complex layouts in seconds. The two key components of our algorithm are the use of configuration spaces defining feasible relative positions of building blocks within a layout and a graph-decomposition based layout strategy that leverages graph connectivity to speed up convergence and avoid local minima. Together these two tools quickly steer the solution toward feasible layouts. We demonstrate our method on a variety of real-life inputs, and generate appealing layouts conforming to user specifications. Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling—Curve, surface, solid, and object representations 1.
    [Show full text]
  • Confronting the Challenges of Participatory Culture: Media Education for the 21St Century
    An occasional paper on digital media and learning Confronting the Challenges of Participatory Culture: Media Education for the 21st Century Henry Jenkins, Director of the Comparative Media Studies Program at the Massachusetts Institute of Technology with Katie Clinton Ravi Purushotma Alice J. Robison Margaret Weigel Building the new field of digital media and learning The MacArthur Foundation launched its five-year, $50 million digital media and learning initiative in 2006 to help determine how digital technologies are changing the way young people learn, play, socialize, and participate in civic life.Answers are critical to developing educational and other social institutions that can meet the needs of this and future generations. The initiative is both marshaling what it is already known about the field and seeding innovation for continued growth. For more information, visit www.digitallearning.macfound.org.To engage in conversations about these projects and the field of digital learning, visit the Spotlight blog at spotlight.macfound.org. About the MacArthur Foundation The John D. and Catherine T. MacArthur Foundation is a private, independent grantmaking institution dedicated to helping groups and individuals foster lasting improvement in the human condition.With assets of $5.5 billion, the Foundation makes grants totaling approximately $200 million annually. For more information or to sign up for MacArthur’s monthly electronic newsletter, visit www.macfound.org. The MacArthur Foundation 140 South Dearborn Street, Suite 1200 Chicago, Illinois 60603 Tel.(312) 726-8000 www.digitallearning.macfound.org An occasional paper on digital media and learning Confronting the Challenges of Participatory Culture: Media Education for the 21st Century Henry Jenkins, Director of the Comparative Media Studies Program at the Massachusetts Institute of Technology with Katie Clinton Ravi Purushotma Alice J.
    [Show full text]
  • Narrative Structure in Literature
    ELA Virtual Learning English II April 27, 2020 English II Lesson: April 27, 2020 Objective/Learning Target: ● I can analyze how an author’s choices in story structure impact the reader. BELL RINGER The night was calm, but a storm -- full of Timing is everything, especially when it rain and budding anger -- began to swell A in the distance. comes to writing and storytelling. But what if your timing is off? John felt excited. Afterall, it was his B sixteenth birthday. Take a look at the story details to the left. Place the lettered sections in order from Mrs. Peabody saw him snake through the lowest point of tension to the highest and yard from her kitchen window. And that’s answer the prompt below in a quick write: what she told police during the missing C ● Why does this order create the most amount person investigation. of tension? Explain. John was grounded, but snuck out the back door. The door’s creak seemed D louder than a siren. BELL RINGER ANSWER KEY (Answers will vary) John felt excited. Afterall, it was his Our story begins with a character, likely our protagonist, named sixteenth birthday. John. We learn it’s his 16th birthday, a milestone for many B teenagers but not a whole lot of tension so it may come first. John was grounded, but snuck out the Looks like John has gotten himself into trouble in the past and the back door. The door’s creak seemed tension rises a bit because he is breaking the rules. D louder than a siren.
    [Show full text]
  • Introducing the Game Design Matrix: a Step-By-Step Process for Creating Serious Games
    Air Force Institute of Technology AFIT Scholar Theses and Dissertations Student Graduate Works 3-2020 Introducing the Game Design Matrix: A Step-by-Step Process for Creating Serious Games Aaron J. Pendleton Follow this and additional works at: https://scholar.afit.edu/etd Part of the Educational Assessment, Evaluation, and Research Commons, Game Design Commons, and the Instructional Media Design Commons Recommended Citation Pendleton, Aaron J., "Introducing the Game Design Matrix: A Step-by-Step Process for Creating Serious Games" (2020). Theses and Dissertations. 4347. https://scholar.afit.edu/etd/4347 This Thesis is brought to you for free and open access by the Student Graduate Works at AFIT Scholar. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of AFIT Scholar. For more information, please contact [email protected]. INTRODUCING THE GAME DESIGN MATRIX: A STEP-BY-STEP PROCESS FOR CREATING SERIOUS GAMES THESIS Aaron J. Pendleton, Captain, USAF AFIT-ENG-MS-20-M-054 DEPARTMENT OF THE AIR FORCE AIR UNIVERSITY AIR FORCE INSTITUTE OF TECHNOLOGY Wright-Patterson Air Force Base, Ohio DISTRIBUTION STATEMENT A APPROVED FOR PUBLIC RELEASE; DISTRIBUTION UNLIMITED. The views expressed in this document are those of the author and do not reflect the official policy or position of the United States Air Force, the United States Department of Defense or the United States Government. This material is declared a work of the U.S. Government and is not subject to copyright protection in the United States. AFIT-ENG-MS-20-M-054 INTRODUCING THE GAME DESIGN MATRIX: A STEP-BY-STEP PROCESS FOR CREATING LEARNING OBJECTIVE BASED SERIOUS GAMES THESIS Presented to the Faculty Department of Electrical and Computer Engineering Graduate School of Engineering and Management Air Force Institute of Technology Air University Air Education and Training Command in Partial Fulfillment of the Requirements for the Degree of Master of Science in Cyberspace Operations Aaron J.
    [Show full text]
  • AESTHETIC PERSPECTIVE in POETRY FILM: a STUDY of CHARLES BUKOWSKI’S “BLUEBIRD” POEM and ITS VISUAL FORM ADAPTATION by MICHAT STENZEL Abeer M
    Global Journal of Arts, Humanities and Social Sciences Vol.6, No.9, pp.54-70, September 2018 ___Published by European Centre for Research Training and Development UK (www.eajournals.org) AESTHETIC PERSPECTIVE IN POETRY FILM: A STUDY OF CHARLES BUKOWSKI’S “BLUEBIRD” POEM AND ITS VISUAL FORM ADAPTATION BY MICHAT STENZEL Abeer M. Refky M. Seddeek1, Amira Ehsan (PhD)2 1Associate Professor, Arab Academy for Science, Technology and Maritime Transport (AASTMT), P.O. Box: 1029, Gamal Abdel Nasser Avenue, Miami, Alexandria, Egypt 2College of Language and Communication (CLC), Arab Academy for Science, Technology and Maritime Transport (AASTMT), P.O. Box: 1029, Gamal Abdel Nasser Avenue, Miami, Alexandria, Egypt ABSTRACT: This paper is divided into two parts; the first aims at investigating how poetry film fuses spoken word poetry with visual images and sound to create meanings, connotations and associations stronger than those produced by each genre on its own. The paper studies the stream of consciousness flow of images and nonlinear narrative style as the main features of that genre in addition to the editing/montage aesthetics and the spatio-temporal continuity. It also highlights William Wees’ notion that in the cinema the union of words and images strengthens the film’s ties to realism and sheds light on the Russian film-director Andrei Tarkovsky who developed the filming strategy poetic logic and made poetry assert the potential of the cinematic image as a form of artistic expression. In the second part the paper explores Charles Bukowski’s poem “Bluebird” (1992) and Michat Stenzel’s short film “Bluebird” (2017) by analyzing the verbal and visual forms to prove whether the filmmaker has succeeded in transferring the poet’s message and feelings or not through various tools and techniques.
    [Show full text]
  • Alexis Wright's Carpentaria and the Swan Book
    Exchanges: The Interdisciplinary Research Journal Climate Fiction and the Crisis of Imagination: Alexis Wright’s Carpentaria and The Swan Book Chiara Xausa Department of Interpreting and Translation, University of Bologna, Italy Correspondence: [email protected] Peer review: This article has been subject to a Abstract double-blind peer review process This article analyses the representation of environmental crisis and climate crisis in Carpentaria (2006) and The Swan Book (2013) by Indigenous Australian writer Alexis Wright. Building upon the groundbreaking work of environmental humanities scholars such as Heise (2008), Clark (2015), Copyright notice: This Trexler (2015) and Ghosh (2016), who have emphasised the main article is issued under the challenges faced by authors of climate fiction, it considers the novels as an terms of the Creative Commons Attribution entry point to address the climate-related crisis of culture – while License, which permits acknowledging the problematic aspects of reading Indigenous texts as use and redistribution of antidotes to the 'great derangement’ – and the danger of a singular the work provided that the original author and Anthropocene narrative that silences the ‘unevenly universal’ (Nixon, 2011) source are credited. responsibilities and vulnerabilities to environmental harm. Exploring You must give themes such as environmental racism, ecological imperialism, and the slow appropriate credit violence of climate change, it suggests that Alexis Wright’s novels are of (author attribution), utmost importance for global conversations about the Anthropocene and provide a link to the license, and indicate if its literary representations, as they bring the unevenness of environmental changes were made. You and climate crisis to visibility.
    [Show full text]
  • Designing Affective Games with Physiological Input Lennart E
    Designing Affective Games with Physiological Input Lennart E. Nacke Regan L. Mandryk University of Saskatchewan University of Saskatchewan 110 Science Place, Saskatoon, SK 110 Science Place, Saskatoon, SK Canada Canada [email protected] [email protected] ABSTRACT information about user emotion [1] and/or cognition [6]) are With the advent of new game controllers, traditional input becoming more popular in desktop software design as well mechanisms for games have changed to include gestural [2]. For human-computer interaction evaluative studies, this interfaces and camera recognition techniques, which are marks a shift from analyses centering on usability to those being further explored with the likes of Sony’s PlayStation that are looking at the full spectrum of user experience Move and Microsoft’s Kinect. Soon these techniques will (UX). These studies focus on human aspects of interaction, include affective input to control game interaction and such as the behavioral, perceptual, emotional, and cognitive mechanics. Thus, it is important to explore which game capabilities of people [5]. designs work best with which affective input technologies, giving special regard to direct and indirect methods. In this In addition to evaluating affective user responses, the use of paper, we discuss some affective measurement techniques a player’s own cognitive and emotional state as input – and development ideas for using these as control known as affective input – is an exciting input possibility mechanisms for affective game design using that has not been fully explored in the context of games [4]. psychophysiological input. Affective input has seen use as a direct method of control in accessibility applications, and as an indirect method of Author Keywords control in biofeedback training for meditation and phobia Affective computing, entertainment computing, treatment.
    [Show full text]
  • Henry Jenkins Convergence Culture Where Old and New Media
    Henry Jenkins Convergence Culture Where Old and New Media Collide n New York University Press • NewYork and London Skenovano pro studijni ucely NEW YORK UNIVERSITY PRESS New York and London www.nyupress. org © 2006 by New York University All rights reserved Library of Congress Cataloging-in-Publication Data Jenkins, Henry, 1958- Convergence culture : where old and new media collide / Henry Jenkins, p. cm. Includes bibliographical references and index. ISBN-13: 978-0-8147-4281-5 (cloth : alk. paper) ISBN-10: 0-8147-4281-5 (cloth : alk. paper) 1. Mass media and culture—United States. 2. Popular culture—United States. I. Title. P94.65.U6J46 2006 302.230973—dc22 2006007358 New York University Press books are printed on acid-free paper, and their binding materials are chosen for strength and durability. Manufactured in the United States of America c 15 14 13 12 11 p 10 987654321 Skenovano pro studijni ucely Contents Acknowledgments vii Introduction: "Worship at the Altar of Convergence": A New Paradigm for Understanding Media Change 1 1 Spoiling Survivor: The Anatomy of a Knowledge Community 25 2 Buying into American Idol: How We are Being Sold on Reality TV 59 3 Searching for the Origami Unicorn: The Matrix and Transmedia Storytelling 93 4 Quentin Tarantino's Star Wars? Grassroots Creativity Meets the Media Industry 131 5 Why Heather Can Write: Media Literacy and the Harry Potter Wars 169 6 Photoshop for Democracy: The New Relationship between Politics and Popular Culture 206 Conclusion: Democratizing Television? The Politics of Participation 240 Notes 261 Glossary 279 Index 295 About the Author 308 V Skenovano pro studijni ucely Acknowledgments Writing this book has been an epic journey, helped along by many hands.
    [Show full text]
  • The Cultural Logic of Media Convergence
    76T 04 040603 (ds) 1/3/04 9:37 am Page 33 ARTICLE INTERNATIONAL journal of CULTURAL studies Copyright © 2004 SAGE Publications London, Thousand Oaks, CA and New Delhi www.sagepublications.com Volume 7(1): 33–43 DOI: 10.1177/1367877904040603 The cultural logic of media convergence ● Henry Jenkins Massachusetts Institute of Technology, USA ABSTRACT ● Responding to the contradictory nature of our current moment of media change, this article will sketch a theory of media convergence that allows us to identify major sites of tension and transition shaping the media environment for the coming decade. Media convergence is more than simply a technological shift. Convergence alters the relationship between existing technologies, industries, markets, genres and audiences. ● KEYWORDS ● collective intelligence ● creative industries The American media environment is now being shaped by two seemingly contradictory trends: on the one hand, new media technologies have lowered production and distribution costs, expanded the range of available delivery channels and enabled consumers to archive, annotate, appropriate and recirculate media content in powerful new ways;1 on the other hand, there has been an alarming concentration of the ownership of mainstream commercial media, with a small handful of multinational media conglom- erates dominating all sectors of the entertainment industry. Few media critics seem capable of keeping both sides of this equation in mind at the same time. Robert McChesney (2000) warns that the range of voices in policy debates will become constrained as media ownership concentrates. Cass Sunstein (2002) worries that fragmentation of the web is apt to result in the loss of shared values and common culture.
    [Show full text]
  • Game Design Involving Online Tools
    Analyzing a Process of Collaborative Game Design Involving Online Tools Sandra B. Fan1, Brian R. Johnson2, Yun-En Liu1, Tyler S. Robison1, Rolfe R. Schmidt1, Steven L. Tanimoto1 1. Department of Computer Science and Engineering 2. Department of Architecture University of Washington, Seattle, WA 98195, USA 1: {sbfan, yunliu, trobison, rolfe, tanimoto}@cs.uw.edu; 2: [email protected] Abstract collaboration tools for problem solving across a range of disciplines. In particular, we take a state-space- In this study, we explore how problem solving and search approach to modeling the design process, based design can be modeled using state-space-search on the classical AI theory of problem solving. methodology, by engaging in the design of two During each design exercise, we utilized different educational games. Additionally, we wanted to online collaboration tools: our own INFACT system, discover how online communication tools could be Google Wave beta, as well as our CoSolve used to support collaborative design. We used three environment for modeling state-space problem solving, online tools: 1) CoSolve, a collaborative problem- and we developed two games: Go Atom, a chemistry solving environment that we developed, 2) Google game, and Eco-avelli, a climate change game. Wave, a wiki/chat hybrid communication tool, and 3) In Section 2, we will describe the existing INFACT, a discussion forum that we built for use in technologies and the state-space-search design education. We used these tools to design Go Atom, a methodology in more detail. In Sections 3, 4 & 5, we chemistry game, and Eco-avelli, a game that intended will describe our specific design process of creating to demonstrate the politics of climate change.
    [Show full text]
  • The Role of Architecture in Constructing Gameworlds
    Document generated on 09/25/2021 8:46 p.m. Loading The Journal of the Canadian Game Studies Association The Role of Architecture in Constructing Gameworlds: Intertextual Allusions, Metaphorical Representations and Societal Ethics in Dishonored Anthony Zonaga and Marcus Carter Volume 12, Number 20, Fall 2019 Article abstract In this article, we present a close analysis of the role that the steampunk URI: https://id.erudit.org/iderudit/1065898ar industrial Victorian architecture in Dishonored (2012) has in constructing the DOI: https://doi.org/10.7202/1065898ar player’s experience and knowledge of the gameworld. Through various intertextual allusions and metaphorical representations, we argue the See table of contents architecture works as an important storytelling element, contextualizing information that the player learns and conveying information about the game’s main characters, similar to the ways that architecture is utilized in Publisher(s) other visual media such as television and film. In addition, we also argue that the architecture in Dishonored plays a crucial role in conveying to the player Canadian Game Studies Association information about the morals and values of the fictional society, key to the game’s moral-choice gameplay. ISSN 1923-2691 (digital) Explore this journal Cite this article Zonaga, A. & Carter, M. (2019). The Role of Architecture in Constructing Gameworlds: Intertextual Allusions, Metaphorical Representations and Societal Ethics in Dishonored. Loading, 12(20), 71–89. https://doi.org/10.7202/1065898ar Copyright, 2019 Anthony Zonaga, Marcus Carter This document is protected by copyright law. Use of the services of Érudit (including reproduction) is subject to its terms and conditions, which can be viewed online.
    [Show full text]
  • Making European Cult Cinema European Making
    TRANSMEDIA Carter Making European Cinema Cult Oliver Carter Making European Cult Cinema Fan Enterprise in an Alternative Economy Making European Cult Cinema Transmedia: Participatory Culture and Media Convergence The book series Transmedia: Participatory Culture and Media Convergence provides a platform for cutting-edge research in the field of media studies, with a strong focus on the impact of digitization, globalization, and fan culture. The series is dedicated to publishing the highest-quality monographs (and exceptional edited collections) on the developing social, cultural, and economic practices surrounding media convergence and audience participation. The term ‘media convergence’ relates to the complex ways in which the production, distribution, and consumption of contemporary media are affected by digitization, while ‘participatory culture’ refers to the changing relationship between media producers and their audiences. Interdisciplinary by its very definition, the series will provide a publishing platform for international scholars doing new and critical research in relevant fields. While the main focus will be on contemporary media culture, the series is also open to research that focuses on the historical forebears of digital convergence culture, including histories of fandom, cross- and transmedia franchises, reception studies and audience ethnographies, and critical approaches to the culture industry and commodity culture. Series editors Dan Hassler-Forest, Utrecht University, the Netherlands Matt Hills, University of Aberystwyth,
    [Show full text]